Extension-Druid/docs_md/02-creating_custom_components.md
2022-02-12 17:02:27 +02:00

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# Creating custom components
## Overview
Druid allows you to create your custom components from druid basic components or other custom components.
Every component is the children of Basic Druid component. Read the [basic component API here].(https://insality.github.io/druid/modules/component.html), Methods of basic components you can call via self:{method_name}
## Custom components
Basic custom component template looks like this:
```lua
local component = require("druid.component")
local M = component.create("my_component")
-- Component constructor
function M.init(self, ...)
end
-- [OPTIONAL] If declared, will call this on script.update function
function M.update(self, dt)
end
-- [OPTIONAL] If declared, will call this on script.on_input function
function M.on_input(self, action_id, action)
end
-- [OPTIONAL] If declared, will call on component creation and on component:set_style() function
function M.on_style_change(self, style)
end
-- [OPTIONAL] If declared, will call this on script.on_message function
function M.on_message(self, message_id, message, sender)
end
-- [OPTIONAL] If declared, will call this on druid.on_language_change call
function M.on_language_change(self)
end
-- [OPTIONAL] If declared, will call this on const.ON_MESSAGE_INPUT message to Druid script instance
function M.on_message_input(self, node_id, message)
end
-- [OPTIONAL] If declared, will call this on layout changing
function M.on_layout_change(self)
end
-- [OPTIONAL] If declared, will call this on layout changing, if input was capturing before this component
-- Example: scroll is start scrolling, so you need unhover button
function M.on_input_interrupt(self)
end
-- [OPTIONAL] If declared, will call this if game lost focus
function M.on_focus_lost(self)
end
-- [OPTIONAL] If declared, will call this if game gained focus
function M.on_focus_gained(self)
end
-- [OPTIONAL] If declared, will call this if late init step (first frame on update)
function M.on_late_init(self)
end
-- [OPTIONAL] If declared, will call this on component remove from Druid instance
function M.on_remove(self)
end
return M
```
Add your custom component to druid via `druid.register`
```lua
local druid = require("druid.druid")
local my_component = require("my.amazing.component")
function init(self)
druid.register("my_component", my_component)
end
```
Registering make new function with "new_{component_name}". In our example it will be: `druid:new_my_component()`.
Or you can create component without registering with `druid:create(my_component_module)`
As component registered, you can create your component with next code:
```lua
local druid = require("druid.druid")
local my_component = require("my.amazing.component")
function init(self)
self.druid = druid.new(self)
local my_component = self.druid:new_my_component(...)
-- or --
local my_component = self.druid:create(my_component, ...)
end
```
## Best practice on custom components
On each component recommended describe component scheme in next way:
```lua
-- Component module
local component = require("druid.component")
local M = component.create("your_component")
local SCHEME = {
ROOT = "root",
ITEM = "item",
TITLE = "title"
}
function M.init(self, template_name, node_table)
-- If component use template, setup it:
self:set_template(template_name)
-- If component was cloned with gui.clone_tree, pass his nodes
self:set_nodes(node_table)
-- helper can get node from gui/template/table
local root = self:get_node(SCHEME.ROOT)
-- This component can spawn another druid components:
local druid = self:get_druid()
-- Button self on callback is self of _this_ component
local button = druid:new_button(...)
end
```
## Power of using templates
You can use one component, but creating and customizing templates for them. Templates only requires to match the component scheme.